Gamasutra - Gumi Team's Blog - Developer Diary #4 - Birth of The Global Version 3 - Q&A With The Localization Team

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Gamasutra: gumi Team's Blog - Developer Diary #4: Birth of the Global Version 3 - Q&A with... https://www.gamasutra.com/blogs/GumiTeam/20180119/313075/Developer_Diary_4_Birth_of...

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Developer Diary #4: Birth of the Global


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Version 3 - Q&A with the Localization


Team
PROGRAMMING by gumi Team on 01/19/18 11:26:00 am

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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
DESIGN

PRODUCTION
Welcome back to the our ongoing series of Developer Diaries for “The Alchemist Code.” Previously, we
compared the differences between the Japanese version and the global version. We found out the reason
BIZ/MARKETING
for the title “The Alchemist Code”. We also know the global version includes a Tutorial Guidance to ease
players into the game and help the global players enjoy the game even more.
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With the recent launch of The Alchemist Code behind us, let us explore a little more in depth on how our
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language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric

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Gamasutra: gumi Team's Blog - Developer Diary #4: Birth of the Global Version 3 - Q&A with... https://www.gamasutra.com/blogs/GumiTeam/20180119/313075/Developer_Diary_4_Birth_of...

September 6, 2020 game into 4 culturally-unique languages.

Digital Extremes Ltd.


So for this developer diary, let us take a look into the process of localization. Here to help us answer all of
Environment Artist
our burning questions, we have Mr. Hughie Hiroshi Kajino, The Alchemist Code Localization Project
Visual Concepts
Manager . He is a Japanese American from San Francisco (before the tech boom), has been in Japan for
Camera Designer
13 years, and most importantly, a Chuhai Connoisseur. Welcome Mr. Hughie Hiroshi Kanjino.
Remedy Entertainment
Senior Gameplay
For those that are uninformed, can you share in your own words what Localization is and its
Designer (World
Systems)
process roughly?

Remedy Entertainment
Hughie Hiroshi Kajino (HK): This alone could take a whole book just to mention the overall process (lol).
Senior Gameplay
Designer (Combat) If I were to explain the bare bones of it I would say: First, analyze your current resources, then break
down all the necessary tasks. Next would be to execute the tasks according to the timeline, and finally,
Remedy Entertainment
test that the overall tasks have met their goal through either testing or outside feedback.
Development Director

Remedy Entertainment
For translators, getting as much context as possible in advance is essential, although sometimes it may
Senior Development
Manager (Xdev Team)
not be possible. In that case, it’s important to allocate time and resources for quality assurance and
revisiting translation after more is understood about how the game works and it all fits together.

Latest Blogs When working with multiple languages that are based on English translation, scheduling becomes very
important, as English translation must be done well in advance, compared to projects that are all based
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on the same source language. It is also important to get the English translation right the first time, so
September 6, 2020
that mistakes in one language don’t get replicated in others. However, since this isn’t always possible, it’s
also important to be able to track changes so that improvements in one language can be rolled out into
India bans further 118 the others.
Chinese mobile apps: A
blow for players, but an
How does the company decide what needs to be localized and which ones to forgo? Is it based
opportunity for
on popularity or other factors?
competing publishers

Are the 'store wars'


HK: Before a project starts we always look at the material that we have and the current situation of the
really upon us? [1]
market and our target audience. Then based on our goals, needs and restrictions, we make a plan that is
Throwing Exceptions as seen from all perspectives, from business to game design and localization.
Expressions in Unity -
The C# 7 Way
Popularity does indeed play a huge factor, but we always try to see things from 360 degrees, to make
Democratizing PySpark
sure that we put our efforts where they will have the greatest effect.
for Mobile Game
Publishing
For example, we decided to keep the original Japanese voices as is into our game mainly because we
We need to take Steam
knew that our general audience is already used to these from other games and other media, like Anime,
wishlist quality more
seriously [2]
and we also wanted to keep that overall “made in Japan” essence for our global game. On the other hand,
adding voices in other languages may only appeal to a few, while just having all the voices in the game
may mean that the game requires more download times and more storage space to function, which is a
burden for the whole userbase.

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What aspects of the game is the team working on localizing?


Press Releases
September 6, 2020 HK: Basically any text inside and outside of the game goes through the Localization team for either
writing or proofreading. The Localization team will always know if the text that is being made is correct
Games Press
from both a linguistic point of view and style wise, since all text goes through them, making use of native
GRAVEN, 3D Realms’ speakers.
Spiritual Successor to
Hexen... However, this does not mean that the Localization team always makes the text from scratch. Our
RIDE 4 für PlayStation 5 Marketing or Game Design teams will still need to write drafts, establishing the overall message that
und Xbox Series X needs to be conveyed to the user, while the Localization team will be in charge of making sure that the
angek ... essence of that message is properly communicated.
RIDE 4 ANNOUNCED FOR
PLAYSTATION 5 AND What does the Localization Team have to look out for when localizing the game?
XBOX
SERIES...
HK: First of all, there needs to be a clear goal for the project itself. If the project has a specific target
BGG Entertainment audience and goal, it becomes easier to establish the guidelines for localization.
Reveals
Remastered Edition for
Second of all, the text needs to match the needs of that target audience so they can enjoy the game all
...
together. The localization is a vehicle for an audience who cannot enjoy the original source due to
MINIMALISTIC
linguistic or cultural differences. Based on that, we decide what the overall style and tone of the game
ADVENTURE
must have. It’s important to strike a balance between staying faithful to the source material and keeping
ALT 254 RELEASES
TODAY ... our users engaged with material appropriate for them.

View All RSS Localization is more than just translating the text, so did the Localization Team discuss the
game’s inspiration with the Development Team?
About
Editor-In-Chief:
HK: The Localization team tried to get as much information from the development team, in order to keep
Kris Graft the translation as loyal to the source as possible. The team also went through multiple design documents
about the lore and settings of the game before even starting translating, in order to get a general grasp of
Editor:
Alex Wawro what was to come. There were quite a lot of documents, and we almost had to play detective in order to
search for certain information and sift through documents that were outdated, etc.
News Editor:
Alissa McAloon
Are there any common misconceptions you’d like to address on localization?
Contributors:
Chris Kerr
Bryant Francis
HK: One big misconception is that the source text is always perfect. Especially with system text and help
Katherine Cross text, it’s important to be aware of how the game actually works, so that the resulting text is factually
accurate and not just an accurate translation. Sometimes the source text has mistakes that shouldn’t be
Contact Gamasutra replicated in the translations. And if the global version of the game has different or additional features,
system text and help text have to be altered accordingly.
Report a Problem
What do you think is the most challenging and enjoyable moments the team has of localizing
Submit News
the game?

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HK: I would say that the most challenging part was to compile all the text that was required for
translation and put it into a common translation pipeline for the whole team. Our localization team is not
Blogging Guidelines as big as in other companies and we also work across multiple international studios, so just trying to get
everything started and moving forward was a big feat, especially because we had to do start this process
How We Work well before the project got official approval and we got the resources we needed.

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The text length limitations were also a big issue, especially because we did not really know how much text
would fit when we started translation. Fonts and screen specs were still being debated, and in many
cases, we did not know where certain text would appear. For the most part, we had to play it by ear and
try to keep translations as concise as possible, and then shorten them even further once quality control
starts. This was especially challenging with the European languages.
Gama Network
As a localization project manager, I find it exciting when story-related translations are delivered, because
If you enjoy reading this site,
I get to see how the translators decided to translate a particular turn of phrase, often in a way I never
you might also want to check
out these UBM Tech sites: would have thought of myself. Also, it’s great to be able to experience the localized story before anyone
else.
Game Career Guide
Somehow translating the battlecry “ ” as “Huzzah!” was pretty funny to me, even the game
designers over there got a chuckle out of it. Trying to figure out the right battlecry for each language was
Indie Games
one of the enjoyable moments I had. You’ll definitely see plenty of “Huzzah!” in the game.

Many fans are discussing about the name change of the original title and the character names
(Why Dias?)

HK: Well, Dias’s original name in the Japanese game is spelled “Dios ( ),” which is actually the
translation of the word “God” in Spanish. This was immediately pointed out by one of our Spanish-
speaking staff. So we made the decision to look for an alternative for it, in order to avoid offending our
users. “Dias” had a good ring to it.

After delving into the game design documents mentioned above, we realized that actual original
inspiration for the name of this character came from the Greek word “Diasthisi (διαίσθηση),” which means
“intuition,” so we had lucked out!

The reasons why changes are made can vary from cultural reasons, to technical or style-related. The
ultimate goal we have during localization is to make sure that the game can be played by the userbase
without it feeling like it had just been made originally in the target language, with a natural language that
can please our audience and keep them immersed into the game. Any changes to the original text need to
be based on this premise.

I’m sure we do have a couple of aspiring translators/localisers among our readers, could you
share any interesting points to guide them?

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HK: To people aiming to become localizers I recommend to them that they analyze the games that they
look from a professional perspective and try to bring up their own conclusions. Questions like “Why is
certain text made in such way?”, “Why is this translation different from the original?”, “What is the aim of
changing the UI of this game for the global version?”. This analytic thinking can be the key to learn how
to become a true professional in the future.

Next, I recommend getting some knowledge on how games work internally. Even though translation is a
big part of the process, you also have to make sure that the text you make fits the needs of the game as
a system, and that goes from knowing the limitations that text has inside the UI, to knowing where and
how text is stored, etc. The best Game Localizers I know have also certain level of engineering or game
design expertise, which helps a lot in order to make the localization process fit the needs of the game.
There are multiple books about Game Localization that teach the basics of these.

And lastly, I recommend to grasp good knowledge of the target audience and language. It does not
matter how good your language skills you have if you are not able to understand your target user,
because you will not be able to provide something that suits their needs. Connecting with multiple people
from overseas and getting to know them, while also keeping your eyes on multicultural groups over the
internet to know how users may react can be a way to achieve this.

Do you have any message for the fans?

HK: To the fans, I ask them that they always give proper feedback to the team, whether it is good or bad.
No matter how much we try, mistakes are made and we need to learn from them in order to improve for
the future. Also getting good feedback when stuff has been delivered properly helps boosting our morale
to keep giving our best.

The For Whom the Alchemist Exists has a ton of IPs (intellectual properties) besides the game itself, and
we would love to hear from our super-fans what they would like to see brought to the West. (You heard
that! Tell us what you would like to see!)

Thank you Mr. Hughie Hiroshi Kajino for this insightful Q&A.

We hope you had a better understanding and a deeper appreciation for the hardworking
translators/localisation teams.

You can play The Alchemist Code now for free on iOS and Android! Experience the story that captivated
audiences in Japan and beyond in English, French, German and Spanish.

For our next Developer Diary, get ready your passport! We’ll be heading into the world of Babel, learn
about its dark and rich history, and a closer look to the main cast, so stay tuned!

- The Alchemist Code Team

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